GURPS Dungeon Fantasy 14: Psi
A scant four weeks after the last GURPS Dungeon Fantasy release, e23 has another: GURPS Dungeon Fantasy 14: Psi, by y.t. This volume drags detailed rules for psi powers down into the dungeon, making it an even more dangerous place to be. Along with the abilities themselves, it offers templates for the delvers who wield them; extensive advice on incorporating psionic adventurers and their gifts into your campaign; and a bunch of psi-themed items, disasters, and monsters. There's also enough exposition on Elder Things to cause a Fright Check, and even an explanation for why psis like to shave their heads. Yes, this release covers a lot of new ground for Dungeon Fantasy . . . so buy it or Azathoth will destroy you!I need no arrows |
Re: GURPS Dungeon Fantasy 14: Psi
And, as I gather from your blog, will there be a pair of psi?
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Okay. I'll admit it (first step, after all): I'm addicted to the DF line. In a way that I haven't been for MH or Action (though they both look cool, and if I revamp my modern horror game, MH and Action will be in my collection for certain). I was about to lament that DF was over, forgotten, kaput. Yet... 2 releases in a month's span? Awesome! Keep 'em coming, otherwise I may be forced to mainline something... Unpleasant....
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If you ever worry about this sort of thing, you may want to keep an eye on Kromm's blog. He drops the occasional hint about GURPS products going through the pipe (like, say, the upcoming first DF adventure), giving you some forward visibility. |
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Allow me to ask the inevitable question to those that have already purchased this: If I have MH and Psionic Powers, what is in this that doesnt overlap? All of it? Some of it? All the DF setting stuff, but the powers are all pretty much already covered? DF Psi doesnt even remotely look like Psionic Powers?
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Of course, I didn't really think it was over, but the volume of posts has been -- understandably -- slanted toward MH. Like I said, I've got a great campaign for MH use which I may reboot at some point. Though I'm not quite sure how I'd do it, since I loved my introductory "make 75 point characters who know each other" bit. DF is much simpler. And good for a pick up game. In fact, with my old group I created my DF game as a "stand in" for when we showed up too tired for our more "dramatic" game. Or when I, running both, was too frazzled from the week to pull the other off. DF is more about rock&roll "in the moment" fun than, say, my MH-style game (though it was super over the top insofar as everyone was around 1000 points or so -- but they needed it!). |
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Wow! This looks amazing, I must have! Long live GURPS, all hail Kromm! Iä! Iä! Ph'nglui Mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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